As the game progresses, and blood (well, figuratively speaking, that is) spills, not only do the players reflect on themselves but also begin to learn skils they can use. The distribution of armies, for example, requires thought, patience, and foresight, all of which are valuable assets...Pleases, threats, dollars, all are used as tools of negotiation, and no matter how many pinky swears an alliance is base on, eventually one partner stabs another in the back. This type of trickery usually occurs after the fame has been going for 4 hours straight and each player has drank 5 cups of coffee, leaving the victim of the broken alliance wanting to return the favor to their former ally, quite literally.

But this is the beauty of Risk, nothing is certain, the game is ever changing, much like life. I know of no other board game that can spark such emotion and get its players so involved and attached to it, or teach them so much about themselves or each other. However, one of the few discrepancies between life and Risk is that, after playing Risk for several hours, with no clear winner in the sight, the board can be flipped in a fit of rage, and the game can be started again.